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Old Feb 22, 2005, 12:13 AM // 00:13   #81
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Quote:
Originally Posted by KMDeMuth
- Friend system to show who is logged on, would be nice if when they logged on or off it gave a little message to you saying they are on or off with character name/level they are on/off with and possibly showing town they are nearest to or area they are in if you look at friend menu (only if both people have the other on the friend list, to avoid stalking and such).
Next time in BWE, look at the bottom left of your GUI to find the menu, click and go to 'Friends'.
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Old Feb 22, 2005, 12:29 AM // 00:29   #82
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[COLOR=Red]Mouse sensitivity slider.[/COLOR]
Sliding my mouse across the entire length of my pad only rotates the camera about 60 degrees. I've already got my windows sensitivity jacked up.. have mercy on my arms -_-

[COLOR=Red]Pet commands.[/COLOR]
Follow me and attack target.

[COLOR=Red]Buff/Debuff icons next to teammate's names on part list, like in WoW.[/COLOR]
And show what debuffs your team already has on an enemy next to their target box.

[COLOR=Red]Option to pre-cache data/models while map loads.[/COLOR]
There seems to be a lot of loading and skipping during fights, or whenever I spin the camera to look at something new.
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Old Feb 22, 2005, 01:11 AM // 01:11   #83
Pre-Searing Cadet
 
Join Date: Feb 2005
Cool Quest Log

In all I found the Feb beta to be your best yet. Congrates to the team.

I have found the Quest log to be most lacking item in this product. I noticed several times that clicking on the quest log did not pull up any text. There were other times that the map help (great idea ) did not work at all or lead me to a gateway and then stopped functioning.

When transitioning from the earlier years to the devistated time frame, can you remove all of the old quests that we can no longer get to? Quite annoying when you see them and can't do them.

I agree with statements from others on this forum that the user is not told who made the request so we do not know who to go back to in order to get the experience.

Feature Request: Can you make it so that the user can remove an unwanted quests?

Thanks.

Last edited by Sausaletus Rex; Feb 22, 2005 at 01:13 AM // 01:13.. Reason: Thread merged
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Old Feb 22, 2005, 01:29 AM // 01:29   #84
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Default More Customization

I like the actual gamplay of the game. But one thing it really lacks is Customization and i dont mean super detail.

*One thing that bothers me is that every character around you looks like you.there arent even close too enough feaures for your characters and that takes away from gamplay. It really makes the feeling of you being unique from everybody else go away.

*The second thing isweapons and armor. Yes they look cool but there are too few of them. I always see the same armor and swords. Maybe putting in a system of special unique weapons that look cool when you hold them. Or just more weapons that look different. Armor also looks the same. I would have like to see more armor and shields so everybody again doesnt look the same.

Sinceraly

Cheebi52
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Old Feb 22, 2005, 01:31 AM // 01:31   #85
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Quote:
Originally Posted by HotSnack
Next time in BWE, look at the bottom left of your GUI to find the menu, click and go to 'Friends'.
they bhave it but they dont tell you were they are or tell you when they sign on.
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Old Feb 22, 2005, 01:38 AM // 01:38   #86
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Thumbs up

Quote:
Originally Posted by HotSnack
Next time in BWE, look at the bottom left of your GUI to find the menu, click and go to 'Friends'.
i know that. i am saying it would be nice to get a notice in game chat that the person is of or on.

Quote:
Originally Posted by cheebi52
they bhave it but they dont tell you were they are or tell you when they sign on.
didnt see someone had replied (should have refreshed page) thxs

Last edited by KMDeMuth; Feb 22, 2005 at 01:40 AM // 01:40..
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Old Feb 22, 2005, 01:46 AM // 01:46   #87
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Cool Overall

Thanks for making another Guildwars weekend event evenful. I look forward to the new game coming out in April but feel that still changes are needed to be made.

My first grip is character creation. I have made comments on this but we are a group of ethnic people who are diversified. And the characters in the game have not shown that. I would like to see more diversity among charactes to select from.

The concept of Ascalon City is good but needs more work. More thought should be imputed to tie that in with the old Ascalon City. Felt it lacked thought and planning.

I feel that this game should offer more challenge in regards to monsters that attack you as being one or two. Make it challenging. As we explore during the quests we should have challenge from the game to keep the interests high. Need more monsters created.

The idea of the backpacks should be large enough to hold enough stuff and we should have small packs to accompany if needed.

The PVP [COLOR=DarkRed]MUST[/COLOR]be focused on if this is going to be a team based game. It is seriously lacking in this area. Either showing who is coming on screen or putting in a hotkey to identify who you are attacking. This has been said over and over. Have you taken notice Areanet?

The game is shaping up to be a good one. Please continue to make it a excellent game. Looking forward to the next beta.
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Old Feb 22, 2005, 01:52 AM // 01:52   #88
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I have a few suggestions to make. I don't know if someone has already addressed these because there are so many, so I will just state them. First of all, I love the game. I am deffinitely addicted to it. One thing I don't like is where there is a character in front of you and you can't move without moving around that character. It's not even characters, it's every moving, fighting thing. Like one instance, I got cornered in by that stupid, annoying girl in Starter Ascalon. So I had to log out and log back in so I could play. I couldn't move at all. I also died by that way also; several enemies surrouned me and I couldn't run. So I just died. If you could make it where you can go around the character or not make it as hard to get around them. Also another thing, don't make pelts so hard to find if they are needed to make armor. I tried getting the Ascalon Warrior armor set. And it required pelts. Well I found out quickly that they are a rare item and were really hard to find. So my suggestion is that if they are going to be apart of an armor set, make them easier to find or to make. I know they are a rare item, but it would be better so one could make an armor set.
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Old Feb 22, 2005, 01:53 AM // 01:53   #89
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Thumbs up

Preface this with "Awesome game" so far.

Quote:
Originally Posted by Larsz
  • Some kind of training completion reward. This might be there already and I didn't get it? I think the flute would be cool. Put a long cool down timer on it and some cool ability like hypnotizing all adjacent monsters for x seconds. Some item that we take with us from Ascalon that is useful enough to keep with us into the rest of missions and quests.
This would be a nice thing to equip and get the "Ninth Skill" so it could be used.
A flute, balls for juggling, playing cards for slight of hand, a banjo, etc...

Quote:
Originally Posted by Shaylith
Add more quest content and RPG content throughout. I want to know more about these people, what they think and care about, what they thought of the Searing, or before it. I got lots of funny sayings and jokes in the pre-Searing content, it'd be nice to increase that. The missions and the bonus missions are fun, but time-consuming. Even explorable areas are often just hack-and-slash. How about catering more to the RPG-lovers and adding more quests and interaction? I get sick of just killing monsters all the time.
Food and item collection makes a lot of sense in the Post Searing. (For those that like that kind of quest.)

Quote:
Originally Posted by Sir Teg
There should be some way for the system to randomly build parties if someone wanted to. If I heard one more time, "Looking for a monk/warrior" in public chat, I was going to toss a cookie. It would be great if you could change the status of your character to automatically be thrown into a 4 person party that the system would build based on character attributes (ala XBOX). For the people that don't live online and just want to jump in quickly, this might be a good option - not for everybody (and you need to be able to opt out), but for the random player that has only 45 minutes or so to play before the kids get up - it might be pretty slick.
May be one of the most used features if implemented.

Quote:
Originally Posted by rithien
more descriptions on items please. for example, what is a lodestone used for? what are the common uses for cloth etc?
An option to toggle On or Off a verbose description (that told more than you might care to know) about each item would be nice.

Quote:
Originally Posted by AFI
And now, after lots of things that could be interesting but won't probably end up being in the game, I ask for a quite helpful thing. Morale rises should also come if you or your party beat a big boss, a large army of Charrs (just to name one of the species) or you get rather-unachievable events (like a ultra-rare item, or something like that).
This would be very nice addition for the Explorable Area bosses. It would give the choice of attacking the Boss first to gain a small (timed) morale boost.
===

A counter that displays when you win in the Area showing the number of consective wins for that team. Great for screen shots as proof.

This is not likely to happen but, it would be nice if you could do a quest to switch which of your professions is the primary.

It would be nice to be able to see Henchmen that were part of the group when returning from an Explorable Area. The only way to get rid of them is to travel to a new location on the main map. Which brings up the point of being able to travel as a party to a location all members have.

It would be Very useful if a character would automaticly /sit after a short period of inactivity. (for those that have stepped away but forgot to /sit first)

Pet idle animation that has it pace would be nice. Got pinned several times by my pet. One time the party had to lead a monster near so the pet would move. Good I was not with only Henchmen.

Any special reason you can't have bags of different sizes crafted?

btw, Prince Rurik still does the "ghost walking" after releasing Erol. He starts normal walking after the next attack animation.

Last edited by Greentongue; Feb 22, 2005 at 02:05 AM // 02:05..
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Old Feb 22, 2005, 02:00 AM // 02:00   #90
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MY EYES! MY EYES! THE PAIN! LET IT END!
Ok after reading everything in all the posts I would have to say this much.

All key points have been hit on what is suggested for a change that I was thinking about except for a few.
NOTE:
-I only got as far as the academy
-I am aware of most of these are really small and possibly stupid.
-I may repeat some of the previously posted suggestions.


Suggestions that I think many people though about while they where playing but didn't think of while they where typing for the forums.

Characters:
Yes, I too agree that we should get the chance to personalize our characters some more. How about choosing your own starting armor/color of it or something.

Crazy thought:
For the "nudist" in all of us why not just take out the underwear and put in a little blur window when the parts are showing.
NOTE: I am aware of the downside to some people over doing this a whole lot. But this will end allot of the dance spamming in the nude

Music-
Music isn't that bad or as I recall. But why not throw in some fighting music you know some one selects a monster and then something like the Matrix Lobby Fight scene music comes on or something like that.
A couple of times I would actually do that when I was about to fight

District Size-
Why not something like a limit to the number of people per a district or something. To sort of cut down on the number of players that are just doing nothing other than having fun with the EMOTES!

Quest Items-
Why not make the Quest's have their own little storage space instead of taking up the inventory space for all the other things that people have to carry. This would also cut down on maybe 25% of the storage space problems.

Item selling-
Allow the price to vary for each item or something and then the ability to buy it back or something. (Sold all of my armor just to get the salvage kit)

Longer Beta Testing time!-
Why not allow single player Beta Testing for people that are just as dedicated as the people that played to just find the bugs in the game? And then Send out the updates to the game when you feel like it.(ex. Beta Test weekend in March) This tells you how much I really love the game

Plus are a side note how many bugs where truly reported during the beta test?
Because a large portion of the time I just saw every one just trying to find a way to rip others off and over use the Emotes. I even got a counter on my desk for every time I saw a emote being used by another player, the number was 368 times.


________
J.D.
-Hopes to become the next Simon Cowell, for video games.
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Old Feb 22, 2005, 02:03 AM // 02:03   #91
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Arrow Some very useful Guild Wars Suggestions

Quote:
Originally Posted by Firax
Trash the new inventory system. It sucks. It's a pain. It reduced the fun I had while playing new characters 100 fold. A backpack isn't enough storage. Give us back the old huge inventory, and allow for us to expand that with purchasable expanders.
Agreed "100%". Expanders aren't bad as long as they aren't too expensive, but this bag system is jst as horrible as the last event's.
I could not salvage or dye or upgrade or identify items unless both items were in the same container...
It was a pain to continually re-arrange items and place them in their proper bags to be organized, because things that are picked up just go in the default first slot (not that this can really be fixed, but it wouldn't be a problem if the old inventory system was used)
Items in inventory should be dragable over other items to swap their locations.

I like the old attribute/skills/questlog system used during E3FE.
Tabs with a sliding out side menu is so much more extremely easy to use than a "start menu" style thing which each opens their separate window of each thing, or whatever you'd call this new system.

The 3D model in the inventory screen is just one ridiculous waste of space. I have no idea why some people requested this in the first place.

I like the old Guild&Friends position on the right slider screen better than this new one which is with the other things in that "start menu".

The great thing about the old system for all the above things, is that I only need to know two hotkeys: one out of any the right menu options, and one out of any of the left menu options. If I want to Acess my attribute menu, I dont' have to press J, I can just press I, then change tabs

------------------------------------------------------------------------------

A great deal of work needs to be spent working on the game's economy and item drops. It seemed this event there were too many economy problems, such as:
identification tools costing 40 gold for only 5 uses,
Having the new unidentified system,
Orange and Silver (and other?) dyes selling to NPCs for 2 gold (while to buy them they'd cost 30-100 gold)
Crafting materials didn't drop straight from enemies anymore
Monster trophies weren't salvagable
plant fibers/pelts/etc. aren't availabe in any way at all now(due to Materials nto being dropped anymore) (assumibly would be fixed by having monster trophies salvagable)
Ascalon doesn't have dye trader or crafting material trader (and even then rare materials/dye aren't available to buy, so you still don't know even their price)which means newbies easily get cheated out of their items and/or gold.
Things like silk and steel are virtually never available at the crafting material trader, which is probably due to the fact that he'll buy them for like 1/100th of their actual value.

================================================== ===========
I think it's very important these two issues are virtually perfect upon release.(although things like the GUI obviously don't have to be how I said they should be, just that my opinion should be noted)
================================================== ===========

A two different advaned chat systems would be nice. Explanation follows.

One: a combat chat... records and displays most of the action going on in game. could be nice if they could be separated somehow (not sure how but there are alot of different categories(item/object interaction, experience gained, deaths/ressurections, damage/healing dealt, damage/to-hit calculations, maybe even history of skills used)I suppose most could be grouped together)
These could be local, team based, or global. Probably wouldn't be wise to have global for skill use or experience gained, but would certainly be good for ressurections or item/object interaction.

On a related note: I don't think "I'm attacking X! press t to select my target." and other similar things should be spammable in the way they are now. There should be a spot in the chat which should list the latest two or three (or more, or even just 1) of the called targets, and they should be in a static position. This way if somone spams it, it will still do it's purpose, keep it the most recent "press t", but it will also prevent everyone else from nto being able to communicate due to spamming.
Example: target 1 called, target 2 called, target three called:
"Target 3 (called by X), press t to target
Target 2 (called by Y)
Target 1 (called by Z)"
then target 1 was called by another person (lets say person Y) it would change to this:
"Target 1 (called by Y), press T to target
Target 3 (called by X)
Target 2 (called by Y)"
I ever a target dies, it would be taken off the list.
I think this is a great system, and should for sure be considered.


Two: A more sophisticated system to communicate with multiple people.
Currently the only way I'd be able to talk to more than one person at a time would be that I'd need to remember his name and use the "send to user" history, but if I'm trading with 3 people I don't know... it'd hard to remember who's who, so can't communicate with them easily.
Have whisper boxes, or a divided chat system (one chat tab for guild, one chat tab for public, one chat tab for personal messages (I know this is already done in a sense, but I'm talking about OUTPUT, seeing ONLY guild messages, ONLY personal messages...)) should fix this problem quite a bit.


Another thing I think may be a greatly useful tool: mass friend-messaging ("Send message to all friends"). If I want to know something, and therefore I ask a question, I'd want a honest/definate answer... one I'd get from a friend, especially if I was not in a guild.

Friend descriptions would also be a useful tool. I would like to have a short note on each friend so I remember who they are!
An automatic note that should be on all friends is: all alternate aliases (instead of one or none), last logon, and possibly some more creative ideas, perhaps such as time spent in party or something. (the same thing could be done with guild members too)


More thing which would be useful for trading.
1. was already mentiooned alot: some location or special design/chat in which items could be traded easier, such as an auction house or auction list, etc.
2. Was mentioned by somone and think it deserves to be re-iterated: item "linking". Being able to shift+click an item to post a link of all it's stats so that everyoen can see it seems like a really useful tool.
3. A history of all trade transactions done would be a nice feature. Dates, names and objects traded are the things I can think of that should be recorded.


Please consider these ideas. I think they are great, not too too hard to implement, and would offer alot more to Guild Wars!
Thanks to anyone who read through all of this, I hope your time wasn't wasted.
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Old Feb 22, 2005, 02:04 AM // 02:04   #92
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Post Guildwars comments

Let me start off by saying that I have been playing Muds/MMO's for 10 years now, so this is not coming from a newbie to the arena. I have played quite a bit of guildwars, and I'd like to post some comments, and also some questions.

First of all comments

This game looks to be the most promising MMO out there. I love what Arena Net has done on almost ever level. I am too busy to keep track of all the data out there, but I am hoping that there is going to be a bit more polish on the UI/Gameplay front. The game itself is beautiful to almost an extreme... it puts WoW to shame, with one level reminding me of a part of Far Cry (one of the pretier games out there today).

The UI from the latest beta leaves me a little worried. For one, I couldn't figure out how to have more than one bag open at once, and so I had to transfer items blind. I had a salvage kit in one bag and couldn't salvage from another. It also could be streamlined a bit better (the item menu as well as the main screen). I like that it's very simple, but I could use some more gauges. The experience/skill screen is very simple, and I hope that is improved a bit and hopefully a adrenaline bar will be put in for warriors.

While I'm on the subject, Warriors seem extremely nerfed compared to other classes. I go into a zone as the only warrior, and I always end up dying, and in 3 or 4 hits sometimes too. It's not that I don't know how to play, or have bad equipment (I had all wyvern armor) there is literally no magic resistance, and this needs to be resolved. I just get this feeling of a lack of balance, and I can't really explain it. It seems like I do too little damage most of the time. I was in a party with a necro of the same level as me, and he stayed alive by himself about a minute longer than myself, soloing monsters. I really don't want to see warriors be made into an Uber class, I don't want to see any class turned into "the most powerful" but I think warriors need some work. Most of the skills are pretty useless, and I ended up using only my secondary classes spells. Even then, there was a lack of smiting spells that I could find for my monk secondary class.

I am very excited about the future of this game, but can we really expect the amount of content promised to keep us appeased until the next release of content? If they start out the final in old ascalon, and move to lions arch, I can cruise through those quests and then I can't really do anything, except PvP. Does anyone know how Arena plans on handling this? When we can see new content updates? Will new quests be implemented while we're playing without upgrading to a new content package?

I am just trying to look long term at Guildwars. Granted it's early, and I don't have to pay monthly, but I'd like to play often.

I'm also hoping for more in the ways of items and interactable NPC's. Hopefully we'll learn more of this in the next beta.

So far though, I am really really impressed and have very high hopes for Guildwars... I am going to make another post in this thread later as this one has fallen off a cliff due to the fact that I have to run :P
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Old Feb 22, 2005, 02:19 AM // 02:19   #93
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Quote:
Originally Posted by Siraris
The UI from the latest beta leaves me a little worried. For one, I couldn't figure out how to have more than one bag open at once, and so I had to transfer items blind. I had a salvage kit in one bag and couldn't salvage from another. It also could be streamlined a bit better (the item menu as well as the main screen). I like that it's very simple, but I could use some more gauges. The experience/skill screen is very simple, and I hope that is improved a bit and hopefully a adrenaline bar will be put in for warriors.
You cannot have several bags opened at once. To salvage items you have to transfer the kit to the bag with the item. There were already a few complaints so I expect ArenaNet to fix it but personally I never found it annoying.

Quote:
Originally Posted by Siraris
While I'm on the subject, Warriors seem extremely nerfed compared to other classes. I go into a zone as the only warrior, and I always end up dying, and in 3 or 4 hits sometimes too. It's not that I don't know how to play, or have bad equipment (I had all wyvern armor) there is literally no magic resistance, and this needs to be resolved. I just get this feeling of a lack of balance, and I can't really explain it. It seems like I do too little damage most of the time. I was in a party with a necro of the same level as me, and he stayed alive by himself about a minute longer than myself, soloing monsters. I really don't want to see warriors be made into an Uber class, I don't want to see any class turned into "the most powerful" but I think warriors need some work. Most of the skills are pretty useless, and I ended up using only my secondary classes spells. Even then, there was a lack of smiting spells that I could find for my monk secondary class.
You see, Guild Wars is not like other RPGs. It is all about tactics and teamplay. I've seen very powerful warriors as well as very weak warriors. In one PVP game, for example, I single-handedly layed two enemy warriors (same level as me) to rest but in another, a single warrior cut out most of my team (probably bigger level). It's not about whether the warrior is strong or weak but about whether the person knows the class' advantages and if the team is supportive. I repeat: the game is NOT about soloing. I'll add from my personal experience that Necro is good against hordes of weaker foes but easily dispatched by one boss whereas the warrior is the other way arround.

Quote:
Originally Posted by Siraris
I am very excited about the future of this game, but can we really expect the amount of content promised to keep us appeased until the next release of content? If they start out the final in old ascalon, and move to lions arch, I can cruise through those quests and then I can't really do anything, except PvP. Does anyone know how Arena plans on handling this? When we can see new content updates? Will new quests be implemented while we're playing without upgrading to a new content package?
ArenaNet promises several paths in the game as well as quests which may change the world for your character. I still have yet to see those but I believe them. Also, there are a great number of sidequests you may complete. Finally, Guild Wars should have up to two expantions per year so I guess you will always have something to do.
Cheers!
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Old Feb 22, 2005, 02:19 AM // 02:19   #94
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Join Date: Feb 2005
Default Tons of improvements- I do love the game though.

Since I only read about 2 pages of this, please don't yell if I repeat things.

-It would be really cool to have a larger map for your group to draw on, like the map that comes up if you press P, except you can scroll around and draw out strategies.
-Voice communication within parties would be nice, but I don't know how hard it would be to implement in the game at this point.
-Temporary affect items would be nice, such as poisons you could buy to apply on weapons (these could be weaker than the ranger poison in addition to costing you money), or things like temporary health or mana boosts would be nice.
-More components for weapons.
-This kinda goes with the temporaries- the ability to sharpen weapons for a bit to add a nice +2-4 or something on them.
-Dual wielding for 1 handed weapons would be awesome.
-I think the necromancer could use some more monsters that he could make. At the least, it would be sweet to have a secret mission of some sort that would allow him to create bone drakes.
-The cinematics could use a little work; voice acting would be nice. Also, I found the quality of the sequence where Rurik gets stuck under a tree to be laughable. It looked like he just sat down and started flashing red, and he'd start bouncing through the tree whenever he got hit. I understand that it's hard to pull those sequences off, but it's just not up to par with the rest of the game (sorry if that one was too harsh).
-I'm not so sure about axes, they seem a little underpowered considering the versitility of swords and raw stopping power of hammers. Maybe axes should have some armor penetration.
-Some sort of reduced visibility spell (like fog) would be nice for elementalists in guild fights. It could really add a nice affect to play on the visual effects of the game.
-A neat little feature that I really don't expect you to implement: On the main map, it would be cool if you could zoom in, and at some point the explored terrain actually becomes small models. That would just look so sleak to, for example, zoom in on that massive crystal in the eastern area of the blown up Ascalon and see it casting a shadow and perhaps reflecting some light.


Sorry if that sounded really harsh- to make it up, I am in all honesty truly wowed by this game. It's the best RPG I've ever seen, and definately one of the best game I've ever played. Half Life 2 didn't even get me this hooked. The world is amazing. The fighting is amazing. The character interactions are amazing. The graphics engine simply turns my world upside-down. I LOVE this game, and you guys can count on me to be a patron of many of the expansions as well.
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Old Feb 22, 2005, 02:22 AM // 02:22   #95
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Being new to GW (having only played a bit in one of last fall's events) I hope I am not rehashing old stuff, so here goes:

I like the idea someone mentioned early in this thread about filtering out other conversations in the various chat windows - guild messages only in guild chat, etc. At the very least, we should be able to easily see guild chat or whisper chat - perhaps show them as a bright color. Too often I found I had missed a friend's message because I hadn't noticed it with all the other chatting going on.

Yes - an account stash would be nice! With having to carry around quest items as well as things of value (like dyes) and crafting materials, I had very little room for pick-ups during the game - even though I salvaged all that I could.

Speaking of crafting materials - I still haven't figured crafting out. I never found Lions' Arch, so I think I missed out on a lot from what I read in various forums. Was not sure how to equip crafted items or whether or not they needed to be equipped. Wasn't really sure what would be valuable for later on in the game, so tried to keep as many crafting materials as I could - a stash sure would have been nice. I suppose there will eventually be a manual or on-line help that explains these things, but I found it very frustrating to be unable to find out about something that lotsa other peeps kept talking about. That goes for runes and artifacts as well.

I did try several times to ask questions over the chat, but most people are not interested in replying to such messages. A few good souls did respond, however

It would also be nice if the names of my fellow guildmembers and friends would show in a different color so I could easily spot them in town. Emoting might help except everyone is emoting hee hee!

Yes, I really missed those quest guides that appeared only on the mini-map in the tutorial - and they didn't always appear there either (bug?), even after making sure that a certain quest was selected in my log. some of the quest areas are so large and convoluted and difficult to navigate. It would help to know in which direction to go. The world map helps, a bit, but even on that, you can't clearly tell what is a road, a river, or a cliff range. I swear I covered all of the old Ascalon area, but never found the census, and never was able to complete the Scavenger quest. Overall, I felt I spent a lot of time cluelessly wandering around, trying to figure out what I had missed in the quest description.

I do agree with some of the earlier posts about some quests being too ambiguous, and that the log could carry more info on them - like who gave it to you, etc. In particular, sometimes the directions given were with respect to a "town" (e.g take the road southeast out of town) - had to remember where you got the quest to be able to figure out the directions. Most were pretty clear, but some had me scratching my head.

I really like some of the cool things you can do with the mini-map - like "ding" on it, or draw on it so all you teammates can see.

All in all I had an excellent adventure, and met some great peeps. I think it's really cool that ArenaNet is able to make programming changes so quickly. Oh, and lest i forget, I did have a technical problem at first and ArenaNet responded immediately and with clarity - kudos to the tech support group!!!

P.S. Someone earlier said something about having to get ugly with Prince Ranik when he wouldn't move, but a teammate of mine just did her little hula dance in front of him - twice - and he became unglued pretty quickly
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Old Feb 22, 2005, 02:40 AM // 02:40   #96
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I have 1 small, unimportant suggestion for this game. First it is already awesome and there a ton of suggestions before me so I will be brief. In Green Ascalon there are some animals that appear green, these seem to be the pet choices for Rangers. Moss Spiders can appear green or red. The green ones cannot be charmed into pets however since they "are not animals".
Also please make it easier to release a pet in order to upgrade one. There was a animal collector early on but I saw none after the searing. Also more pet choices would be nice. Cats striders and moas were the only ones I saw...might be more but i didnt see them. Awesome game that I cant wait to play more of. Parting shot: this is a very addictive game and I can only play 2 more weekends till it is released end of April...LOL More Beta testing is required. thanks.
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Old Feb 22, 2005, 02:44 AM // 02:44   #97
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There is a warthog in the deep jungles, and right next to the actor's stage in pre-seering. then there are lynxes all over the coast. and snow wolves all over the mountains. you obviously didnt get past ascalon missions

and tehre is a collector just outside post seer ascalon
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Old Feb 22, 2005, 02:55 AM // 02:55   #98
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Quote:
Originally Posted by Gaile Gray
Didn't notice. Embarrassed I didn't notice. Duly noted.
yeah it is kinda creepy that they're all identical as well. could use some women and children.


Quote:
Originally Posted by gaile gray
Well, that, or you have to run after him recklessly because he charges ahead. Methinks the royal family of Ascalon is just a shade inbred. But, I digress.
the SO and I call him "prince stealthy advance" because of that.


lesse...suggestions.

some of the quests would actually give you wrong directions. so that would need to be fixed. that's more of a tech writer type deal.

i've been told that ivor's quest was not working properly as well. if you went the direction he told you, you couldn't find those worms. if you went to the area right next to them and killed those worms, you'd fail.

the revive animal has such a small area of effect that even being 4 steps from a pet will fail. it should either not go off, or walk you to where your pet is.

would any green animal be charmable? i don't know about you, but a n/ra with a pet spider would make -me- run.

i've been also told that troll unguent isn't useable in gvg play. it's fine in arena or tombs, but for some reason it wouldn't respond in gvg.

since bags and belt pouches aren't transferable, make it so that if you click and hold on them, and slide them over to the side, they open up in their own window connected to the item window. that way those of us who like the bag system can keep it that way, and those that don't have the option of expanding the bags.

could it be possible to make it so that those that have a slower connection won't appear right in the middle of being killed? one of our guildmates is not using high speed, and there have been a few times when he and others i've played with wouldn't arrive by the time the countdown is over. is there some way that it won't start until everyone has shown up? also, if you go into tombs and notice that one person left, i wish there was a way that we could
bring someone else on. especially when we win the battle and go to the next.

the SO notes that he loathes the ranger female's dance. we both love the monk ones however.

also, the shock sniper build is now broken because of the addition of another skill to the elite list. i didn't notice it until getting into battle, as it didn't say either one was elite, plus it let both be on the skill bar w/o complaining.

oh, and 40 acres and a mule.

[SIZE=1]i'm just kidding about the last one.[/SIZE]
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Old Feb 22, 2005, 03:22 AM // 03:22   #99
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Default Suggestion, Comments & Such From a Newcomer

I've been reading thru all these posts seeing a lot of suggestions I like and some that I may disagree with, so I figured I'd give you yet another insight from a new player. I am new to GW but have played just about every MMORPG there is. This is gonna be a mini-novel with no real order to it, so I apologize in advance.

First impressions of games always come from the character creation. Picking my name first really had me worried. Because i chose a name and had a male warrior there. I was really worried that I was going to be a warrior and much less a male avatar. Heheh. Maybe name should come last? First would be gender, class, etc, then character customization, then name.

During character creation, maybe a few more selections on hair styles and faices. Though it wasn't bad, i could see the need for more, or even rather than resricting some styles to like say ranger or mezmer or what not, let you use any style for any class. I loved some of the ranger hair and would much preffered having them, but didn't want Ranger as my primary profession. (that's just an example, hehe)

Now, knowing this is just a BWE, the following may be a moot point, but:

During character creation there needs to be a little more explanation as to what starting at Lvl 1 or Lvl 20 will entail. Also that the Pre-mades were for PvP Arena only. Didn't hurt much, but more explanation may have been nice. But imagine this.. Your brand new to the game, start at lvl 20 in Lions Arch. Know nothing of the skills, Attributes, etc. and you walk out the gate and get ate. A bit of a turn off LOL. That was my initial impression. I started a lvl 20 because i was to meet a friend. He had not gotten in game yet but had let me know to make a lvl 20 so I could meet him when he got on. I figured I'd get a little head start so I wasn't totally lost before he finally got on. hehe Wrong idea.. haha. So back to character creation I went.

Now back in the game. The "New/Old Ascalon" (new to game, old for story.. hehe) From a newcomers perspective. it was nice.

- I loved the customizable UI, though some of the things don't stay where you placed them after loading to another screen.

- The chat system was one of the better ones I have seen, though you need to be able to add more tabs and/or filter them. Sitting in Post-Academy Ascalon with all the WTB/WTS messages was hell.

- More Tutorials: Skills, Attributes, Crafting, Salvaging, ID, customizing, etc. Also, might want to mention about hiring henchmen (post academy). Took me a bit to figure that one out.

- Perhaps a lock camera feature. (ie Locked behind you so that where you face is where you look. works ok if using keyboard but if you move via mouse, the cam angle gets all messed up.) ~edit~ I mean a toggle button or such. Locked or unlocked, not perma locked cam, that would suck.. hehe)

- [SIZE=3][COLOR=Red]BIG WARNING[/COLOR][/SIZE] for not being able to come backafter entering Academy.

- The inventory system isn't too bad. Reminded me a lot of WoW. Identifying or salvaging across bags needs to be looked into.. Though, one big inventory might be a better idea.. especially if the game is PvP oriented. One issue I did have with the sytem though is 1st off... No bags were avail in the new area. I did get a belt via a Collector quest. Once i finally did find a bag... 100 Gold for a new player? That's like the holy grail. The biggest problem at the start is you have all these quest items, then the collector items to boot. What room do you have left for anything else? It's an issue because the only way to get anything in the first area is basically via collector quests.

- Might want to mention something about Rares (Yellow/Blue Items) I thrashed a few before realizing there was such a thing. I read someone mentioned we need a warning before salvaging/trashing those. Good idea! Because when you salvage, it doesn't give the description again while the salvage mouse thing is up.

- Identifying objects was weird. I understand the concept, but often I'd get an item that said unidentified, I'd ID it and absoulutly nothing chaged except the unidentified text disappeared, what's with that?

- I loved the little green arrow for the quests as a newcomer. Though, some of the quests and arrows were quite off. Finding Ummm.. i forget his name, it was one of the rangers supposedl in the fishing town. I finally found him, but not cause i followed the arrows or directions given in the quest. I was a but confused when they disappeared after passing through the academy.

- There should be a way to delete quests, or delete and re-aquire them later. I was stuck with "The Test of Marksmanship" from the new area throughout the entire game because either the quest was bugged or I did something wrong. I was supposed to kill al lthe plague worms within an alloted time, which I thought I did numerous times, but it always said I failed. I'm sure once I passed thru the academy this guy was long gone. Yet, the quest stayed there in the journal for ages. lol. Perhaps even add the Collector quests in there also.

- Attack as default action isn't a good thing in my opinion. But that's me I loke the C feature for target as well as TAB, but it seems to me neither of these selects the closest. Maybe you could change that to order by distance from you.

There is so much more I can say about this game, it's about the most awesome game i've played in a while. But since most of the things I would like to see have been mentioned already, I'll end this here, I'm sure ya'll are bored of reading already.

Last edited by Julia Darkheart; Feb 22, 2005 at 03:37 AM // 03:37.. Reason: Explained Camera
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Old Feb 22, 2005, 03:32 AM // 03:32   #100
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Hello, new here.

First off, i've had lots of fun with this game and haven't had so much for a while with any game. I spend most of my time doing PvE (though i like PvP too), with my El/Me, fire nuker with some inspiration spells, so most of my suggestions will have to do with that.

-I would love the ability to switch targets while i'm casting something like Fire storm (or any other spell that needs a while casting), so that the Fire storm will strike at the one i'm selecting currently. Example: As it is now i would start casting Fire storm on the (T) target, but often it will be dead/run away before the spell finished casting, so then i could quickly select someone near him to not let it (the spell, or my time casting) go to waste.

-Let certain Area Effect spells succeed even if the selected target dies (though there isn't much need for it if the above is applied). IMO it's an AE after all, something usually cast when multiple enemies are grouped together, so i find it such a waste to see it get cancelled that way.

I've found my way around this by selecting someone near the (T) target, so it doesn't happen too often but this little thing will improve gameplay for me a lot. I'll also be able then to quickly select a random enemy, start casting a spell, and then find the appropiate target... I sometimes stand doing nothing for a while because i have to find the best target first, wich i don't like, so this will only make me more efficient (and not feel dumb for seemingly doing nothing while my teammates are getting swarmed).

-I think i can echo most peoples opinion about the new starting area. In short, i liked it, but left without belt and res signet, and didn't found any place to get them later. Now this wasn't really a problem for me (would've liked the belt though, but didn't knew about it), i think all stuff you can get there should be available later as well. Also i was a bit overwhelmed with quests and options at the start, and thought those collectors were actually kinda important so i tried to do everything, only to realise i'm not doing much at all... I would prefer a bit less, but maybe bigger (linked) quests to keep things better organized and to keep peoples attention (i still had about 5 quests unfinished when i went to academy because i couldn't really be bothered, also some of the quest arrows didn't showed up when i clicked on them in the quest log, so i didn't know where to be).

-I'm not sure what content is still planned, but i finished Sanctum Cay at level 14, and didn't really feel like i was playing hasty and skipping monsters. That's still 6 levels to go, with no more missions as it is now, so it should be spread out a bit more IMO, more experience after about Lions Arch. I was fighting lvl 18 White mantles as lvl 13 in Riverside

-I can have fun solo'ing the first missions as a high level because there are hordes of Char at some points, it's a challenge to take them down face to face and not the normal way. But it's not interesting at all to go back to the explorable area's, even if you haven't been there before. Monsters will be weak, rare, and don't drop interesting items or give exp. So why not let monsters (and henchmen) scale with your level (-2)? It would make it interesting to hang out anywhere in the world and explore (exception to this is right outside Lions Arch, where if you go right you get swarmed by a million lvl 10 Bog skale blighters - What's up with them? ).

-I got forced into crafting the "earth clothes" because i didn't had the materials needed for the others (scales, etc.) so drop rates need obvious changes.

-Some other use to the "useless stuff" that drops so often now would be nice, like being able to salvage anything that looks like a bone into a bone. Also i think the collector should give more than 10g for 10 pieces, because that's what all merchants give. Maybe then i'll go out and collect their things.

-In Diablo i always wished the stash was half the screen big, with multiple tabs, so you'd never run out of space. That said, my hope here is in vain i guess, seeing it has gone downhill, i don't think it's suddenly gonna change. I don't find the bag system convinient at all.

Guild stash, with access to all my characters and the guild, able to leave notes on items in the guild stash like "Use, but don't customize please" would be great.

That's all i can think of now.

Last edited by Imbalanced; Feb 27, 2005 at 08:38 PM // 20:38.. Reason: deleted suggestion that's already in the game, cleared a bit up
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